Big_Daddy
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Posts posted by Big_Daddy
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Does the server have the F16 addon? Does your friend?
When ever you use an addon everything that runs it needs it.
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addmagazine "2Rnd_Maverick_A10";
No =
and it doesn't add 2 extra rounds, it adds a magazine of 2 rounds, so you'll fire 2 rounds, reload, and can fire 2 more. so you'll have 2x2 not 4. get it?
Weapon Class(1) = GAU8
Weapon Class(2) = MaverickLauncher
Weapon Class(3) = SidewinderLaucher_AH1Z
Weapon Class(4) = BombLauncherA10
Weapon Class(5) = FFARLauncher_14
Magazine Class(1) = 1350Rnd_30mmAP_A10
Magazine Class(2) = 2Rnd_Maverick_A10
Magazine Class(3) = 2Rnd_Sidewinder_AH1Z
Magazine Class(4) = 4Rnd_GBU12
Magazine Class(5) = 14Rnd_FFAR
removeweapon "GAU8"
removemagazine "1350Rnd_30mmAP_A10"
addmagazine "1350Rnd_30mmAP_A10"
addweapon "GAU8"
Allways add magazine before weapon, so you don't have to "reload" the magazine when you switch to that weapon.
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Time On Target- All fired rounds hit roughly at the same time. Doesn't give the enemy a chance to go prone, or seek cover.
I guess he's asking for a script that will achieve this. Either by coordinating all batteries to fire so their shells hit at the same time, or have them fire, but replace the shells with spawned shells exploding on the ground at the same time.
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technically, you can't. it has to be in a script. You can add the dogs, but they are the kind that just walk around. and run when you get close to it.
You have to script them in.
I'm working on the request to add the dogs to a group, which works. but like I said, they don't track you down. The AI leader keeps them exactly where they are. So no roaming. Just nice little lines of doggies..
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In case I didn't give credit.. The scream was added to Norrin's killer bunny script by Karmichael
heh.. sure. once the dog/dogs (using modified dogs.sqf) is created you can attach it to any group.Only problem with using an AI "dog" with an AI "leader" is the leader will issue commands to the dog to flank, stop, use ammo, etc etc. which will circumvent any move commands the script issues it.
A person issues the dog a move command, and if the dog "sniffs" out something to attack, you don't tell it to stop, get back into formation etc. Well the AI does that. And does it frequently. (every have an AI squad leader? they tell you everything, like rearm at dead soldier, use mounted machine gun, etc)
You could decrease the sleep time from 10 seconds to say 2, still leaving plenty of cpu cycles open. and every time the AI leader issues a return to formation command, the script will 'belay' that order.
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yeah, was going to post that.. but thought I'd try it first. Only shows Truckhorn on a vehicle (supply truck)
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without a mod?
We'd have to a bunch of scripting (luckily i've already done it in a Tomahawk script I've made..
You'd have to use an addaction, since the attack function tries to read the dog's config. Which isn't complete. Possibly, if somebody came up with a knife mod?
So you'd add an action Attack target whatever.
use screentoworld to find the nearest enemy "MAN" and set that as the dog's move to target. and wala.
This is how I get a screentoworld object..
_worldpos = screentoworld [0.5,0.5]; _cone = "RoadCone" createVehicle _worldpos; _obj= position _cone nearEntities ["man",10]; deletevehicle _cone; _mtarget = objnull; _mtarget = _obj select 0;
With _mtarget you now have the targets name, by changing the code, you can have blitzy hone into _mtarget instead of the closest person, and eventually, he'll get to the target.
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And as far as adding the ability to getinto vechicles. They basically created an addon (not script) that completed the dog's actions (get into vehicle for example) Since I've just started scripting, I'm not to that point yet.
By creating a new "dog" (using the in game textures if you like) and rewriting the dog's FSM's you could create a fully functional k-9 unit. Again, above my pay scale at the moment..
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use execVM
exec thinks your running a SQS script, even if it's called sqf. sqs has a different format. which is why when in a single line it worked.
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Don't know what your looking for.. but a simple search in files for __AI__ will tell you everything that he adds in his AI map..
Here's the addactions for the AI Hut.. what specifically are you looking for?
#ifdef __AI__ [] spawn { waitUntil {!isNil "AI_HUT"}; AI_HUT allowDamage false; player reveal AI_HUT; if (!(isNil "AI_HUT")) then { if (!(__ACEVer)) then { AI_HUT addAction["Recruit Soldier","x_scripts\x_addsoldier.sqf","%1_Soldier"]; AI_HUT addAction["Recruit AT Soldier","x_scripts\x_addsoldier.sqf","%1_Soldier_AT"]; AI_HUT addAction["Recruit Medic","x_scripts\x_addsoldier.sqf","%1_Soldier_Medic"]; AI_HUT addAction["Recruit MG Gunner","x_scripts\x_addsoldier.sqf","%1_Soldier_MG"]; if (d_own_side in ["WEST","GUER"]) then { AI_HUT addAction["Recruit Sniper","x_scripts\x_addsoldier.sqf","%1_SoldierS_Sniper"]; } else { AI_HUT addAction["Recruit Sniper","x_scripts\x_addsoldier.sqf","%1_Soldier_Sniper"]; }; AI_HUT addAction["Recruit AA Soldier","x_scripts\x_addsoldier.sqf","%1_Soldier_AA"]; AI_HUT addAction["Recruit Specop","x_scripts\x_addsoldier.sqf","Specop"]; AI_HUT addAction["Dismiss AI","x_scripts\x_dismissai.sqf"]; } else { AI_HUT addAction["Recruit Soldier","x_scripts\x_addsoldier.sqf","ACE_Soldier%1B"]; AI_HUT addAction["Recruit AT Soldier","x_scripts\x_addsoldier.sqf","ACE_Soldier%1AT"]; AI_HUT addAction["Recruit Medic","x_scripts\x_addsoldier.sqf","ACE_Soldier%1Medic"]; AI_HUT addAction["Recruit MG Gunner","x_scripts\x_addsoldier.sqf","ACE_Soldier%1MG"]; AI_HUT addAction["Recruit Sniper","x_scripts\x_addsoldier.sqf","ACE_Soldier%1Sniper"]; AI_HUT addAction["Recruit AA Soldier","x_scripts\x_addsoldier.sqf","ACE_Soldier%1AA"]; AI_HUT addAction["Recruit Specop","x_scripts\x_addsoldier.sqf","Specop"]; AI_HUT addAction["Dismiss AI","x_scripts\x_dismissai.sqf"]; }; _marker_name = "Recruit_x"; [_marker_name, position AI_HUT,"ICON","ColorYellow",[0.5,0.5],"Recruit Barracks",0,"mil_dot"] call XfCreateMarkerLocal; }; };x_addsoldier.sqf
// by Xeno private ["_type_soldier","_units","_ai_counter","_ai_side_char","_ai_side_unit"]; #include "x_setup.sqf" _type_soldier = _this select 3; d_grp_caller = group player; if (player != leader d_group_caller) exitWith { "You are currently not a group leader, no AI available. Create a new group" call XfHQChat; }; _units = units d_grp_caller; #ifdef __RANKED__ _rank = rank player; if (_rank == "PRIVATE") exitWith { (format ["You current rank is private. You can't recruit soldiers!", max_ai]) call XfHQChat; }; if (score player < ((d_points_needed select 0) + (d_ranked_a select 3))) exitWith { (format ["You can't recruit an AI soldier, costs %2 points, your current score (%1) will drop below 10!", score player,d_ranked_a select 3]) call XfHQChat; }; _max_rank_ai = ( switch (_rank) do { case "CORPORAL": {3}; case "SERGEANT": {4}; case "LIEUTENANT": {5}; case "CAPTAIN": {6}; case "MAJOR": {7}; case "COLONEL": {8}; } ); _ai_counter = 0; { if (!isPlayer _x && alive _x) then {_ai_counter = _ai_counter + 1}; } forEach _units; if (_ai_counter == _max_rank_ai) exitWith { (format ["You allready have %1 AI soldiers under your control, it is not possible to recruit more with your current rank...", _max_rank_ai]) call XfHQChat; }; // each AI soldier costs score points ["d_pas", player, (d_ranked_a select 3) * -1] call XSendNetStartScriptServer; #else _ai_counter = 0; { if (!isPlayer _x && alive _x) then {_ai_counter = _ai_counter + 1}; } forEach _units; if (_ai_counter == max_ai) exitWith { (format ["You allready have %1 AI soldiers under your control...", max_ai]) call XfHQChat; }; #endif _ai_side_char = ( switch (d_own_side) do { case "GUER": {"GUE"}; case "WEST": {"USMC"}; case "EAST": {"RU"}; } ); #ifndef __ACE__ _ai_side_unit = ( if (_type_soldier == "Specop") then { switch (d_own_side) do { case "GUER": {"GUE_Soldier_Sab"}; case "WEST": {"FR_Sapper"}; case "EAST": {"RUS_Soldier_Sab"}; } } else { format [_type_soldier, _ai_side_char] } ); #else _ai_side_unit = ( if (_type_soldier == "Specop") then { switch (d_own_side) do { case "GUER": {"ACE_SoldierB_INS"}; case "WEST": {"ACE_SoldierWDemo_A"}; case "EAST": {"ACE_SoldierEDemo_SNR"}; } } else { format [_type_soldier, _ai_side_char] } ); #endif _unit = d_grp_caller createUnit [_ai_side_unit, position AISPAWN, [], 0, "FORM"]; [_unit] join d_grp_caller; _unit setSkill 1; _unit setRank "PRIVATE"; _unit addEventHandler ["killed", {[_this select 0] execVM "x_scripts\x_deleteai.sqf";}]; if (true) exitWith {}; -
Well, again, you don't have to do a k9 handler, you could add the action to everyone. or just place it at a dog house :) You'd just have to change the script to where it was closer to the dogs.sqf format. (dogs.sqf I removed blitzy and gave it the ability to have many)
With the "dog house" just remember, dog's cannot get into a vehicle. (we could try attachto for some National Lampoon Vacation action)
The problem is that it joins the "Players Group" so if your not the squad leader, you can't control it. Hmm.. Does somebody know about 'formation' leader? I think you can still be in a squad, and control your 'formation'?
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More "K9" related than "evil dogs" but.....Ran into some minor issues with Big Daddy's script. Maybe somebody can help get me back on track.
I plugged all this into a MP mission (a Domination build that we've bastardized for very small clan play). It actully worked for the most part but I've got two problems (the first of which seems to be a carry-over from the demo mission posted up thread):
1) When Blitzy is "armed" he just stands in the spot he spawns.
"Pastor" createUnit [getPos player,group player,'blitzy=this;this setSpeedMode "FULL";this addmagazine "15Rnd_9x19_M9SD";this addWeapon "M9SD";this allowFleeing 0;this setBehaviour "aware";this setskill 1;this setcaptive true;this allowDamage false;',1,'PRIVATE'];
He will not move nor follow commands. When I remove the addmagazine and addweapon sections, he moves and follows commands (he just can not attack on command). This is occuring both offline (demo mission) and online missions (I never could get BigDaddy's later/armed version of his demo dog to move, either). If I can figure out how to resolve this offline, I'm sure it will work online.
2) The second issue might be a bit more tricky. I don't really want to just have one slot designated as "K9 Handler" (all of the players in my group kind of like to multi-role). I allowed any player to call up a trigger that spawns the dog. But anytime a player calls up a dog, we *all* get one (or additional ones). Once a dog is in a player's squad, the "8 AI cap" within Domination is ignored. We quickly ended up with several hundred dogs (literally dozens each) at somepoint before the server puked. ;)
1. First of all, the weapon. It's strange, when I did my testing, he worked just fine with a weapon. But I ended up removing it because it didn't ADD anything. When you DO tell him to attack someone, he doesn't run in and go for the throat. He just doesn't reply Negative. So it MAY be a moot point.
2. The dreaded radio trigger. Yes, I have the same issue. As with Radio Triggers, you cannot determine who made the call. The radio trigger runs once for EVERYONE. You'll have to make it an add action, and change up the script a little. If you want everyone to have a dog, you'll have to make the script look a little more like the dogs.sqf script in my updated demo. with the embeded spawns.
CB - You'd have to update the script for that. Change East - West depending on what side, etc. make the Dog part of the AI group. etc And yes, when the dog barks, it does get louder to you. (say command - MP compatible)
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heh, yup. Track IR. I made one of my key's on my mouse a "double click" and it works fine. If you hit it REAL fast, it will work.
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Ok, updated the file if you want to redownload.
Created a marker on the map, and made the dogs spawn there.
Here is the link again
Added a random amount of dogs of both Pastor, and Fin (German Shepard, and Mutt), etc. they will attack you, so don't get close. :)
Blitzy is the same.
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ok man i will pm my email---------- Post added at 07:54 PM ---------- Previous post was at 07:41 PM ----------
i tried it its cool but sadly the dog is a chicken
if we just find a way to make the dog chase after anything even me:D
The dog is a chicken? heh. uh.. that' hasn't ever happend to me..
And if you want it to chase after everyone, we can do that.. only problem is that you don't want it spawning anywhere near you...
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Ok..
The reason he says negative is because he has no weapons. Give him a pistol, and some ammo. (of course, the dog doesn't use it) then he won't "bark" back? :)
this addmagazine "15Rnd_9x19_M9SD";this addWeapon "M9SD";
As far as the sound, I've fixed that. Its cause I'm using the MP framework to handle the say command. You can either just change the SAY, or add this line:
if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"};As far as a Demo Mission look HERE.
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No it was with my own addon it has the wepons below..weapons = {"M197", "FFARLauncher", "HellfireLauncher"};
magazines = {"750Rnd_M197_AH1", "38Rnd_FFAR", "8Rnd_Hellfire"};
i wish i could just edit the magazines for my addon but cant find them anyware in any of the games pbo files.....
magazines = {"750Rnd_M197_AH1","750Rnd_M197_AH1", "38Rnd_FFAR", "8Rnd_Hellfire"};
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How are you calling the script? via Radio trigger? If so, then yes, it will run once for every player (including server itself) All the units will be local to the server, but there will be 2 for every player on the server.
This is one of the draw backs of using radio triggers. No way of knowing who ran the script, or allowing it to only be run on one person.
Better way around would be to use an addaction command.
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Where did you put that line of code? in the init of the cobra?
this addmagazine "750Rnd_M197_AH1"
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Guys, I created a script to spawn a dog, have it join your squad, follow you around, allow you to order it to a location. And within a certain distance, the dog starts chasing and attacking enemy.. It was for a buddy of mine who was a K9 cop for many years. His unit was named blitzy hence the name used in the script.
You of course can change it to do your bidding as well. I got inspiration from Norrin's killer bunny script.. Maybe somebody can clean it up, make it "more" MP friendly. Right now it works. but since I call it from a radio trigger. it runs once for every player. For evil dogs you can always take out the group settings, take out the _x side == east, randomize the spawn location, and let a pack of em go.. :) course, you'd want to remove the allowdammage, and setcaptive true statements. :)
if (player == player) then { deletevehicle blitzy; "Pastor" createUnit [getPos player,group player,'blitzy=this;this setSpeedMode "FULL";this allowFleeing 0;this setBehaviour "aware";this setskill 1;this setcaptive true;this allowDamage false;',1,'PRIVATE']; blitzy setIdentity "blitzk9"; if (leader player == player) then { [blitzy] joinsilent player; } else { blitzy dofollow player; }; blitzy setVariable ["_sound1", "dog_01"]; blitzy setVariable ["_sound2", "dog_02"]; publicVariable "blitzy"; //end while {alive blitzy} do { _near_humans = []; _alive_humans = []; _distance = 1000; _neareast = objNull; _near_humans = position blitzy nearEntities ["man",100]; {if (side _x == east) then {_alive_humans = _alive_humans + [_x];blitzy knowsabout _x;}}forEach _near_humans; if (count _alive_humans >1) then { _nearest = _alive_humans select 0; _distance = (position blitzy) distance (_nearest); if ((_distance > 75) && (_distance < 100)) then { _nic = [objNull, blitzy, rSAY, "dog_02"] call RE; blitzy dowatch _nearest; }; if ((_distance > 50) && (_distance < 75)) then { _nic = [objNull, blitzy, rSAY, "dog_01"] call RE; blitzy domove position _nearest; }; if ((_distance > 15) && (_distance < 50)) then { _nic = [objNull, blitzy, rSAY, "dog_01"] call RE; blitzy domove position _nearest; }; if ((_distance > 10) && (_distance < 15)) then { blitzy domove position _nearest; }; if (_distance < 10) then { _nic = [objNull, blitzy, rSAY, "dog_maul01"] call RE; blitzy domove position _nearest; [_nearest, player] execvm "blitzy\blitzyattack.sqf"; }; } else { blitzy dofollow player; }; sleep 10; }; };blitzyattack.sqf
_victim = _this select 0; _lead = _this select 1; _nic = [objNull, _victim, rSAY, "scream"] call RE; blitzy attachTo [_victim,[0,.8,0], "lholen"]; blitzy setDir 180; sleep 1; blitzy setDir 175; sleep 1; blitzy setDir 180; sleep 1; blitzy setDir 185; _victim setdamage 1; detach blitzy; blitzy dofollow _lead; if (true) exitWith {};description.ext
class CfgIdentities { class blitzk9 { name="Blitzy"; face = "Face16"; glasses = "None"; speaker="Male01EN"; pitch=1.1; }; }; -
First of all, the dog cannot get into a vehicle. Unless you use attachto.
2nd to be able to give commands and whatnot to the dog, you'll have to script it.
Standard createvehicle for the dog. (not at home now, but I've got a script that does it)
Dog plays animations like barking, etc. but no sound. You'll have to script the sounds in. Also, the "dog" answers you back, ie "rodger" etc
by default, it will just be there for eye candy. You'd have to script in some use for it. (I made use of Norrin's killer bunny in my script)
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use PHP instead of code
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Kylania, deploy_1?
setdamage only 1 or 0 ?
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Not to throw a monkey in the wrench.. But kylania wouldn't your script allways kill the helo?
Once the helo left the trigger, the script would still run. correct?
How about on deactivation, you terminate the script?